/*
 * Copyright (C) 2008 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2010 Oregon <http://www.oregoncore.com/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#ifndef OUTDOOR_PVP_H_
#define OUTDOOR_PVP_H_

#include "Util.h"
#include "ZoneScript.h"

class GameObject;

enum OutdoorPvPTypes
{
    OUTDOOR_PVP_HP = 1,
    OUTDOOR_PVP_NA,
    OUTDOOR_PVP_TF,
    OUTDOOR_PVP_ZM,
    OUTDOOR_PVP_SI,
    OUTDOOR_PVP_EP
};

enum ObjectiveStates
{
    OBJECTIVESTATE_NEUTRAL = 0,
    OBJECTIVESTATE_ALLIANCE,
    OBJECTIVESTATE_HORDE,
    OBJECTIVESTATE_NEUTRAL_ALLIANCE_CHALLENGE,
    OBJECTIVESTATE_NEUTRAL_HORDE_CHALLENGE,
    OBJECTIVESTATE_ALLIANCE_HORDE_CHALLENGE,
    OBJECTIVESTATE_HORDE_ALLIANCE_CHALLENGE,
};

#define OTHER_TEAM(a) (a == TEAM_ALLIANCE ? TEAM_HORDE : TEAM_ALLIANCE)

// struct for go spawning
struct go_type{
    uint32 entry;
    uint32 map;
    float x;
    float y;
    float z;
    float o;
    float rot0;
    float rot1;
    float rot2;
    float rot3;
};

// struct for creature spawning
struct creature_type{
    uint32 entry;
    uint32 teamval;
    uint32 map;
    float x;
    float y;
    float z;
    float o;
};

// some class predefs
class Player;
class GameObject;
class WorldPacket;
class Creature;
class Unit;
struct GossipMenuItems;

typedef std::set<Player*> PlayerSet;

class OutdoorPvP;
class OPvPCapturePoint
{
public:
    OPvPCapturePoint(OutdoorPvP * pvp);

    virtual void FillInitialWorldStates(WorldPacket & /*data*/) {}

    // send world state update to all players present
    void SendUpdateWorldState(uint32 field, uint32 value);
    // send kill notify to players in the controlling faction
    void SendObjectiveComplete(uint32 id, uint64 guid);

    // used when player is activated/inactivated in the area
    virtual bool HandlePlayerEnter(Player * plr);
    virtual void HandlePlayerLeave(Player * plr);
    //virtual void HandlePlayerActivityChanged(Player * plr);

    // checks if player is in range of a capture credit marker
    bool IsInsideObjective(Player * plr) const;

    virtual bool HandleCustomSpell(Player *plr, uint32 spellId, GameObject * go);
    virtual int32 HandleOpenGo(Player *plr, uint64 guid);

    // returns true if the state of the objective has changed, in this case, the OutdoorPvP must send a world state ui update.
    virtual bool Update(uint32 diff);
    virtual void ChangeState() = 0;
    virtual void ChangeTeam(TeamId /*oldTeam*/) {}
    virtual void SendChangePhase();

    virtual bool HandleGossipOption(Player *plr, uint64 guid, uint32 gossipid);

    virtual bool CanTalkTo(Player * plr, Creature * c, GossipMenuItems gso);

    virtual bool HandleDropFlag(Player * plr, uint32 spellId);

    virtual void DeleteSpawns();

    uint32 m_capturePointGUID;
    GameObject *m_capturePoint;

    void AddGO(uint32 type, uint32 guid, uint32 entry = 0);
    void AddCre(uint32 type, uint32 guid, uint32 entry = 0);
    bool SetCapturePointData(uint32 entry, uint32 map, float x, float y, float z, float o = 0, float rotation0 = 0, float rotation1 = 0, float rotation2 = 0, float rotation3 = 0);

protected:

    bool AddObject(uint32 type, uint32 entry, uint32 artKit, uint32 map, float x, float y, float z, float o, float rotation0, float rotation1, float rotation2, float rotation3);
    bool AddCreature(uint32 type, uint32 entry, uint32 teamval, uint32 map, float x, float y, float z, float o, uint32 spawntimedelay = 0);

    bool DelCreature(uint32 type);
    bool DelObject(uint32 type);
    bool DelCapturePoint();

protected:
    // active players in the area of the objective, 0 - alliance, 1 - horde
    PlayerSet m_activePlayers[2];
    // total shift needed to capture the objective
    float m_maxValue;
    float m_minValue;
    // maximum speed of capture
    float m_maxSpeed;
    // the status of the objective
    float m_value;
    TeamId m_team;
    // objective states
    ObjectiveStates m_OldState;
    ObjectiveStates m_State;
    // neutral value on capture bar
    uint32 m_neutralValuePct;

    // pointer to the OutdoorPvP this objective belongs to
    OutdoorPvP* m_PvP;

    // map to store the various gameobjects and creatures spawned by the objective
    //        type , guid
    std::map<uint32,uint64> m_Objects;
    std::map<uint32,uint64> m_Creatures;
    std::map<uint64,uint32> m_ObjectTypes;
    std::map<uint64,uint32> m_CreatureTypes;
};

// base class for specific outdoor pvp handlers
class OutdoorPvP : public ZoneScript
{
    friend class OutdoorPvPMgr;
public:
    // ctor
    OutdoorPvP();
    // dtor
    ~OutdoorPvP();
    // deletes all gos/creatures spawned by the pvp
    void DeleteSpawns();

    typedef std::map<uint32/*lowguid*/, OPvPCapturePoint*> OPvPCapturePointMap;

    virtual void FillInitialWorldStates(WorldPacket & /*data*/) {}
    // called when a player triggers an areatrigger
    virtual bool HandleAreaTrigger(Player * plr, uint32 trigger);
    // called on custom spell
    virtual bool HandleCustomSpell(Player *plr, uint32 spellId, GameObject * go);
    // called on go use
    virtual bool HandleOpenGo(Player *plr, uint64 guid);

    // setup stuff
    virtual bool SetupOutdoorPvP() {return true;}

    void OnGameObjectCreate(GameObject *go, bool add);
    void OnCreatureCreate(Creature *, bool /*add*/) {}

    // send world state update to all players present
    void SendUpdateWorldState(uint32 field, uint32 value);

    // called by OutdoorPvPMgr, updates the objectives and if needed, sends new worldstateui information
    virtual bool Update(uint32 diff);

    // handle npc/player kill
    virtual void HandleKill(Player * killer, Unit * killed);
    virtual void HandleKillImpl(Player * /*killer*/, Unit * /*killed*/) {}

    // checks if player is in range of a capture credit marker
    bool IsInsideObjective(Player * plr) const;

    // awards rewards for player kill
    virtual void AwardKillBonus(Player * /*plr*/) {}

    uint32 GetTypeId() {return m_TypeId;}

    virtual bool HandleDropFlag(Player * plr, uint32 spellId);

    virtual bool HandleGossipOption(Player *plr, uint64 guid, uint32 gossipid);

    virtual bool CanTalkTo(Player * plr, Creature * c, GossipMenuItems gso);

    void TeamApplyBuff(TeamId team, uint32 spellId, uint32 spellId2 = 0);
protected:
    // the map of the objectives belonging to this outdoorpvp
    OPvPCapturePointMap m_capturePoints;

    PlayerSet m_players[2];
    uint32 m_TypeId;

    // world state stuff
    virtual void SendRemoveWorldStates(Player * /*plr*/) {}

    virtual void HandlePlayerEnterZone(Player * plr, uint32 zone);
    virtual void HandlePlayerLeaveZone(Player * plr, uint32 zone);

    void AddCapturePoint(OPvPCapturePoint* cp)
    {
        m_capturePoints[cp->m_capturePointGUID] = cp;
    }

    OPvPCapturePoint * GetCapturePoint(uint32 lowguid) const
    {
        OutdoorPvP::OPvPCapturePointMap::const_iterator itr = m_capturePoints.find(lowguid);
        if (itr != m_capturePoints.end())
            return itr->second;
        return NULL;
    }

    void RegisterZone(uint32 zoneid);
    bool HasPlayer(Player *plr) const;
    void TeamCastSpell(TeamId team, int32 spellId);
};

#endif /*OUTDOOR_PVP_H_*/

